Itís good to be back. Thanks! I should be able to find some time to start working again on this mod. I have put a lot of work in it already; I canít let it go to the wayside

Yes, disable any version of LAO. This mod is intended to replace it, but add a ton more balancing/fix features. It should be much better. There wonít be as many items, but honestly, it doesn't need that many more.

I can give you the format for armor once I get home from work.

It's up to you to work within my framework. IF you have the item inherit a certain file, it will take care of it's self for the most part. I tried to make this as easy as possible to adapt. I relied on inheriting values big time, which is good

Thanks for the feedback, the mod is rather raw and still needs a lot of work still, but any feedback at this point only helps.

Yeah, I actually have not included the 2 hander affixes yet, I have just increased the damage output slightly. I plan on doing more for them, just haven't gotten that far yet. Trying to get the general item changes done first, which are coming along nicely.

I may just import over the LAO affix changes. But gotta squash some of the issues with this mod before doing so. I also need to decide how I want to implement the affixes for 2 hand items. May go with slightly less affixes overall but more powerful ones.

What difficulty did you play on? The HP regen from vitality can be adjusted if it's too much, I have noticed that too. But I was only playing normal and nothing really hits me that hard in that mode.

You may or may not remember, but we discussed modding Diablo Rare items and item tier levels on the Runic forums. I'd still like to do the Diablo rare item generation at some point.

I think I have found a workaround for the item tiers. Using my translation trick, I force white text for the weapon description below the item color. I also removed the color overlays...leaving only the item color text as the only tier differentiator (aside from a small bug with set item).

You may or may not remember, but we discussed modding Diablo Rare items and item tier levels on the Runic forums. I'd still like to do the Diablo rare item generation at some point.

I think I have found a workaround for the item tiers. Using my translation trick, I force white text for the weapon description below the item color. I also removed the color overlays...leaving only the item color text as the only tier differentiator (aside from a small bug with set item).

I can upload if you like...it is a small change.

I would like to see your white text trick in action though. Can you get the files? This would open a lot of possibilities!

Hey Bill! Good to hear from you again.

I have decided to work within the confines of the game mechanics.

By shifting ALL the vanilla Unique items to the Legendary Tier, it freed up the Unique Tier to become the "Yellow Rare" Tier that was found in diablo II. I think I am happy with the results. The Unique items are now just a higher tiered random item. If I feel the need to change the affix system to be D2 like, I will do it. But it will have to come later for sure. The Legendary item changes I am planing on are going to take a ton of time, and I really want those to be the focus of the mod.

So an overhaul of the affix system may not happen soon.

I would like to see the white text changes though. This would open up a lot of options item Tier wise, I have an idea brewing in my head about Legendary Affixes, and the current Unique/Legendary Tier breaks the idea. This tier behaves differently than the others and I do want to utilize the prefix and suffix options available for affixes.

If I moved all the items down to the "rare tier" and recolored the items, things could get interesting.

Thanks mucho RnF! Will switch testing to this version.Ooh, LAO-style random affixes? On all items?So the LAO-style of random affixes doesn't interfere with your vision for this mod? This sounds great to me!

Quote from: RnF link

In regards to you wanting to make your set items compatible ... I would just send it my way, if you don't have all the files you won't be able to make it compatible.

From your discussion of the armor types, is it a matter of changing the base unit file it inherits from, to point to one of the armor types? If so, should be fairly easy.

But let me take you up on your offer to makethe first set-up (I should be able to take it from there). The un-packed armorset files are on the Trello repo.

Quote from: RnF link

I think I will have to make a Modders Compatibility pack at some point that includes all the new Unittypes and basefiles I have created to allow modders build around what has been created.

That would be most excellent! But I think something like that can wait a little bit

- Removed Waybacks Affix expansion from being able to spawn on non Legendary items. These will become Legendary only affixes to set them apart from other items.

- Created new Rare armor (blue) items from all the normal (white) armor, except rings and amulets. This will add more variety to the Rare Random Tier, will eventually clone these into Unique items as well. Plus there are some cool items that just get discarded just being normal. May as well make them usable.

- Dramatically reduced the amount of affixes appearing on random items. This will help make Legendary items better. With out Legendary items you should struggle in this game. With too many affixes, it makes the game too easy.

- Removed Generic item bonuses from weapons (Knock back from bows, stun from Cannons etc), these affixes can be spawned on the items, it is redundant. And it was adding too many affixes to the items.

- Changed the spawn level on the Proc affixes to be level 50 and higher.